Tracked players: 2659 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
11:01
Next rank update
Same player search as the ladder
How ranks move

Rank is not account level. Rank is not just time played. It reacts to match impact: combat, objectives, support, EV/C4, defuses, objective stops and win pressure.

2026-07-17 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Luxxid
Gold IV
Gold contract filePressure-band contract

Luxxid1485 Skill RR

Gold IV

Active SignalLive rank slot held / state file ? just now
1485Skill RR
#213Board position
Signal heldField state
40 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 5/10
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
75/100
High Pressure
Preview only · provisional 5/10 matches
PROJECTED RR IF ENABLED+10 Skill RR
BASE SKILL RR836
PRESSURE BUDGET±21 RR
VISIBLE PREVIEW846
Last Line x 1Silent Support x 1Field Closer x 1

Recent eligible matches are bending the field clearly above expectation.

75Current gauge
86Newest match
50Expected pressure
5/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Abandoned Won Abandoned Won Loss Won Won Won Won
Open DBStats Profile ↗
Ranked read

Luxxid is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. The value gets stronger when the push also gets more revives, assists, and second chances. This player also has timing around stops, which can save rounds that look almost gone. The last scored game moved in the right direction, with obj work and stop pressure helping the round.

Team value: obj work Strongest: obj work · top-end Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
US East | SuperJost Server | Voice Chat enabled
obj_domeredux · Objective · Early Game
Maplast saved
obj_domeredux
Objective · Early Game
Last lobby3 ranked players
3/16
players in monitored server
Lobby difficultyGold III
1331
avg Skill RR 1331
Ranked densityrank signal
100%
3 of 3 detected players
Stomp riskbalance signal
26 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 3
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Runner · Dropping · Skill RR is the rank signal
BOARD POSITION#213
Skill rating signal
Gold IV
1485Gold IV · Skill RR
Gold IV → Gold III82%
10 RR to Gold III40 RR above floor
2150Peak form
967All-time peak
836Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective · Secondary: Objective Stops
Form engine
COLD-84 last 6
2 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability33%
VOLATILE
Peak form gapElite
+665 gap
Standing moveSkill scale
-61
Rank pressureField opened
Field opened +5 RR
Idle field shiftoffline
+5
Player DNAStable read
Luxxid brings value by touching the round where it actually gets won. This player gives the team direct round value through plants, escort work, repairs, deliveries, or obj pressure. Cleaner trades around the obj would make the round work much harder to stop. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 70.3 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:00 UTC
NEXT SCAN 11:00
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #213 Luxxid 1485 RR · CONTACT #215 CLOSURE +621/DAY — INTERCEPT ~1D · FORM COLD — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -13.1 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
Luxxid
Gold IV · Objective Runner
#213BOARD POS
RR 1485PEAK 2150STATE COLDCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 5 SIGNALS
Threat ClosingSEV-1#215 andy205 gained +621 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -13.1 RR / update.
σ
Volatility AlertSEV-2Stability 33% — rating is volatile. Swings will be large in both directions.
Target In ReachINTEL#212 R@F@LE is 2 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-22 negative in the last 6 updates, -84 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2150Peak form
967All-time peak
836Ladder track
+40RR above floor
1485Gold IV · Skill RR82% TO GOLD III
Gold IV → Gold III82% · 10 RR needed
REACTOR PULSE · FORM LAST 6COLD -84
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (329 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0005 UTC avg 0 RR / update over 5 updates
Recent Sessions
2026-07-17-21-002 updates0
2026-07-16-21-007 updates0
2026-07-10-19-001 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
33%VOLATILE
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-84COLD
Form Engine
net RR across last 6
+665peak form gap -61standing move +5idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective
100
Objective Stops
100
KPH
73
Support
35
Combat
25
109.4season KPH 94.9profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1485 RR · GOLD IV · BOARD #213
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -13.1 RR/update
[23:29] > THREAT TRACK: contact #215 closure +621/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Luxxid brings value by touching the round where it actually gets won. This player gives the team direct round value through plants, escort work, repairs, deliveries, or obj pressure. Cleaner trades around the obj would make the round work much harder to stop. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 70.3 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 22 vs 75/h target · weight 20%
-13.1RR / update
Support actionsavg 7.3 vs 18/h target · weight 20%
-12RR / update
Kills per houravg 93.3 vs 152/h target · weight 20%
-7.7RR / update
Objective actionsavg 38 vs 17/h target · weight 20%
-3.5RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.6RR / update
Objective stops / C4 pressureavg 41.4 vs 13/h target · weight 20%
+1.7RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.9RR / update
Fix Simulator · Counterfactual
Average scored update right now-9.5 RR
Hit Support actions target — nothing else changes+3.2 RR / update
Hit Support actions + Combat pressure targets+15.4 RR / update
Counterfactual on the same games, same K-factor (~88). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h-114 net
Your games
-114
Field drift
0
3 scored updates in window
72h-99 net
Your games
-99
Field drift
0
10 scored updates in window
7d-99 net
Your games
-99
Field drift
0
10 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 9%RR
Top 26%Combat
Top 3%Objective
Top 41%Support
Top 16%KPH
Objective100/100
Objective Stops100/100
KPH73/100
Support35/100
Combat25/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+6 impact)
⬢ GOOD PROOF BADGE Gold IV TAPE SAYS Elite
Solid proof on the file. You pushed past the baseline and HELD it there. Boring? Maybe. Promotable? Absolutely.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. You are ONE good night from Gold III. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Objective work▲ High125.1 / 17 objective/h target
Clutch stops▲ High87.6 / 13 clutch/h target
Objective Leaks
Team support▼ Major4.3 / 18 support/h target
Frag pressure▼ Major19 / 75 combat/h target
Kill pace▼ Medium100.1 / 152 KPH target
Field Orders
Team supportTARGET4.3 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressureTARGET19 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET100.1 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good game. Obj work gave the team a way in; now keep that value pointed at the obj. Next game: keep teammates in the round. Dead pushes do not plant, defuse, escort, or brag. Coach order: pick them up, trade the mess, keep the push alive.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-07-17-22:40 / +6 game impact
Coach
GOOD PROOF
Solid proof on the file. You pushed past the baseline and HELD it there. Boring? Maybe. Promotable? Absolutely.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IVGold IV
The tape saysEliteElite
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. You are ONE good night from Gold III. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 007 STUDENT UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksSession 7. Sit down - the file is open and I have been reading it since before you walked in.Your last pages average 1.01 on PRESSURE. Tonight reads 0.86. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.Bring me movement. I do not care if it is loud or pretty - the pen only respects direction. Show me direction.
PRESSURE
I can see it from here. YOU can see it from here. Go get it.
0.86
CLASS BAR 1.00
SUPPORT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
2.00
CLASS BAR 1.00
The drill // next sessionYou are healing from the parking lot. Step into the fight — a medic who shares the fire earns saves that actually matter.
DOMEREDUXWON
1 pulled off the floor - 1.0 saves every ten minutes. Keep the defib hot.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHOENIX
IN YOUR SQUAD EVERY RECENT GAME
Count the enemies who saw you drop. Self-revive into the gap they left, not the crosshair they kept — patience turns the second life into two answers.
FILM ROOM // DOME
Dome is a knife fight in a phone booth: soft classes live one room back, tanks take the doorframes. Play your weight class.
Field share 75 of 50 across the last ten. You have been carrying, and carrying shows.

Working signals

Objective work▲ High
125.1 / 17 objective/h target
Clutch stops▲ High
87.6 / 13 clutch/h target
4 positive +11 last 6

Objective leaks

Team support▼ Major
4.3 / 18 support/h target
Frag pressure▼ Major
19 / 75 combat/h target
Kill pace▼ Medium
100.1 / 152 KPH target
2 negative 1.078 vs 1.007

Field orders

Team supporttarget
4.3 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
19 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
100.1 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
This bracket eats passengers. I expected a driver. Take the fight, take the space, take the round — in that order, every shift.
What your last games gave me
You dismantled their whole structure in round one and then spent the rest of the match charging them rent on the ruins.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 22 vs 75/h target · weight 20%
-13.1RR / update
Support actionsavg 7.3 vs 18/h target · weight 20%
-12RR / update
Kills per houravg 93.3 vs 152/h target · weight 20%
-7.7RR / update
Objective actionsavg 38 vs 17/h target · weight 20%
-3.5RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.6RR / update
Objective stops / C4 pressureavg 41.4 vs 13/h target · weight 20%
+1.7RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.9RR / update
Fix simulator
Average scored update right now-9.5 RR
Hit Support actions target — nothing else changes+3.2 RR / update
Hit Support actions + Combat pressure targets+15.4 RR / update
Counterfactual on the same games, same K-factor (~88). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h-114 net
Your games-114
Field drift0
3 scored updates in window
72h-99 net
Your games-99
Field drift0
10 scored updates in window
7d-99 net
Your games-99
Field drift0
10 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 5 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-21-002 updates0
2026-07-16-21-007 updates0
2026-07-10-19-001 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 9%RR
Top 26%Combat
Top 3%Objective
Top 41%Support
Top 16%KPH
Objective100/100
Objective Stops100/100
KPH73/100
Support35/100
Combat25/100
Personal intelligence / weekly compile

Loadout DNA // Luxxid

Signature mercs, exact functional cards, map habits and the smallest useful next test. Personal history stays personal; field options use separate completed-match evidence.

Building personal record
6completed proof matches
5maps in personal file
Combatdominant field lane
NEW SIGNALlast seven days
01 / identity

Signature arsenal

The exact merc and loadout codes this player carried in valid completed matches. Skin color is cosmetic; weapons, augments and the code define the card.

Most carried PHOENIX / KE42 loadout card
PHOENIX / KE42Medic

5 completed matches / 80.0% observed result

Signature 2 STOKER / T91 loadout card
STOKER / T91Fire Support

4 completed matches / 75.0% observed result

Signature 3 THUNDER / MA62 loadout card
THUNDER / MA62Assault

3 completed matches / 100.0% observed result

Signature 4 PHANTOM / BL44 loadout card
PHANTOM / BL44Recon

2 completed matches / early read

Role DNA
Combat
66
Objective
36
Support
45
Precision
59
Pressure
50
Compared with tracked ranked playersBUILDING evidence
02 / controlled test

Next field order

One change at a time. No random merc swap and no claim that an association guarantees a win.

Current PHOENIX / KE42 loadout card
PHOENIX / KE42Medic
Test PHOENIX / CR81 loadout card
PHOENIX / CR81Medic
Keep PHOENIX. Change one card.

This is a controlled same-merc test: your movement and ability rhythm stay familiar while the weapon and augment package changes.

5 completed matches / 80.0% observed result 13,973 completed carries / 3,402 players Field test / not a verdict
03 / map files

Your map dossier

Your observed card stays visible beside archive leads. Archive context explains history; it does not replace the current-build order above.

Underground2 personal / early read
AURA / R73 loadout card
Your observed cardAURA / R73

1 completed match / early read

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge1 personal / early read
PHOENIX / KE42 loadout card
Your observed cardPHOENIX / KE42

1 completed match / early read

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Heist1 personal / early read
PHOENIX / KE42 loadout card
Your observed cardPHOENIX / KE42

1 completed match / early read

PHOENIX / KE73 loadout card
Archive same-merc leadPHOENIX / KE73

902 archive carries / 500 players / 51.2% conservative floor

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Whitechapel1 personal / early read
PHANTOM / BL44 loadout card
Your observed cardPHANTOM / BL44

1 completed match / early read

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Dockyard1 personal / early read
PHOENIX / KE42 loadout card
Your observed cardPHOENIX / KE42

1 completed match / early read

PHOENIX / CR71 loadout card
Archive same-merc leadPHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

THUNDER / T45 loadout card
Archive field referenceTHUNDER / T45

463 archive carries / 420 players / 53.3% conservative floor

04 / whole kit

Deck and squad links

The complete three-card deck is descriptive. Squad links are repeated associations, not a winner prediction.

PHOENIX / KE42 loadout card
PHOENIX / KE42
STOKER / T91 loadout card
STOKER / T91
THUNDER / MA62 loadout card
THUNDER / MA62
Signature deck

3 completed matches / 100.0% observed result

These three cards were carried in the same completed match. It describes the kit; it does not claim every card caused the result.

Most Finishes x1 / PHANTOM / BL44Match award x1 / STOKER / T91

Signature lanes show the player's observed card art. Every proposed change uses the owner-selected current three-augment representative for that exact merc and loadout code. Skin color never changes the evidence or recommendation.

Open full Merc Value Guide

Skill movement + performance history

1485Skill RR
-104Skill RR delta
1590Peak Skill RR shown
72Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 10 scored games ? 14 valid updates
2026-07-17-22:40+6 performance
Activity: 16.8 min / 28 K / 3 A / 3 W
Score: actual 1.078 vs expected 1.007 / margin 0.071
Show exact performance breakdown
1.078Actual score
1.007Expected score
0.071Margin
79K-factor
2026-07-17-21-00-76 performance
Activity: 7.8 min / 8 K / 1 A / 0 W
Score: actual 0.12 vs expected 1.081 / margin -0.961
Show exact performance breakdown
0.12Actual score
1.081Expected score
-0.961Margin
79K-factor
2026-07-16-23-00+30 performance
Activity: 10.2 min / 18 K / 6 A / 0 W
Score: actual 1.454 vs expected 1.08 / margin 0.375
Show exact performance breakdown
1.454Actual score
1.08Expected score
0.375Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.34
OBJECTIVE0.87
SUPPORT2.00
PRESSURE0.86
ground truth 1.45 vs legacy read 0.97 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-22:40+37 performance
Activity: 5.9 min / 16 K / 4 A / 1 W
Score: actual 1.565 vs expected 1.1 / margin 0.465
Show exact performance breakdown
1.565Actual score
1.1Expected score
0.465Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.81
OBJECTIVE0.56
SUPPORT2.00
PRESSURE1.04
ground truth 1.56 vs legacy read 0.93 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-22:20-41 performance
Activity: 7.5 min / 7 K / 0 A / 1 W
Score: actual 0.525 vs expected 1.048 / margin -0.523
Show exact performance breakdown
0.525Actual score
1.048Expected score
-0.523Margin
79K-factor
2026-07-16-22-00+55 performance
Activity: 24.3 min / 40 K / 36 A / 5 W
Score: actual 1.513 vs expected 0.992 / margin 0.521
Show exact performance breakdown
1.513Actual score
0.992Expected score
0.521Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.33
OBJECTIVE1.60
SUPPORT1.74
PRESSURE1.00
ground truth 1.51 vs legacy read 1.05 · 3 match window · 1.00 = your class target for this lobby
2026-07-16-21:40-22 performance
Activity: 9.4 min / 17 K / 9 A / 2 W
Score: actual 0.83 vs expected 1.039 / margin -0.209
Show exact performance breakdown
0.83Actual score
1.039Expected score
-0.209Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.23
OBJECTIVE0.59
SUPPORT0.65
PRESSURE1.15
ground truth 0.84 vs legacy read 0.66 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-21:20+62 performance
Activity: 5.3 min / 6 K / 9 A / 2 W
Score: actual 1.592 vs expected 1.004 / margin 0.587
Show exact performance breakdown
1.592Actual score
1.004Expected score
0.587Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.48
OBJECTIVE2.00
SUPPORT1.70
PRESSURE1.03
ground truth 1.67 vs legacy read 0.54 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-21-00-106 performance
Activity: 1.2 min / 1 K / 0 A / 1 W
Score: actual 0.078 vs expected 1.084 / margin -1.006
Show exact performance breakdown
0.078Actual score
1.084Expected score
-1.006Margin
105K-factor
2026-07-10-19-00-25 performance
Activity: 11.9 min / 30 K / 11 A / 0 W
Score: actual 0.777 vs expected 1.186 / margin -0.409
Show exact performance breakdown
0.777Actual score
1.186Expected score
-0.409Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.49
OBJECTIVE0.31
SUPPORT0.05
PRESSURE1.19
ground truth 0.74 vs legacy read 1.12 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold IV / Skill RR 1485 / 0 RR
Position 221 / Objective Stopper / KPH 94.92 / Performance 0 / Field shift +1 / Ladder track 836
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
HELD Gold IV / Skill RR 1485 / -1 RR
Position 221 / Objective Stopper / KPH 94.92 / Performance 0 / Field shift 0 / Ladder track 836
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-40
MATCH IMPACT Gold IV / Skill RR 1486 / +10 RR
Position 221 / Objective Stopper / KPH 94.92 / Performance +6 / Field shift +1 / Ladder track 836
  • +6 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective actions, Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Support actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.078Actual score
1.007Expected score
0.071Margin
79K-factor
Objective actionsPushed RR up
Measured: 35 delta / Objective score / hour 125.1
Score: 2 / Weight: 20% / Impact: +0.199
Objective stops / C4 pressurePushed RR up
Measured: 24.5 delta / Stop score / hour 87.6
Score: 2 / Weight: 20% / Impact: +0.199
Support actionsPulled RR down
Measured: 1.2 delta / Support score / hour 4.3
Score: 0.238 / Weight: 20% / Impact: -0.154
Combat pressurePulled RR down
Measured: 5.3 delta / Combat score / hour 18.9
Score: 0.253 / Weight: 19.5% / Impact: -0.147
Kills per hourPulled RR down
Measured: 28 kills / Kills / hour 100.1
Score: 0.659 / Weight: 19.5% / Impact: -0.068
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public win rate 65%+, public deaths + losses available / Public K/D / win-loss confidence +0.032 score
Score: 0.032 / Weight: bonus% / Impact: +0.032
2026-07-17-22-20
MATCH IMPACT Gold IV / Skill RR 1476 / -2 RR
Position 230 / Objective Stopper / KPH 94.43 / Performance -44 / Field shift 0 / Ladder track 830
  • -44 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Support actions, Objective stops / C4 pressure and Combat pressure. Positive signals from Objective actions and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.453Actual score
1.007Expected score
-0.555Margin
79K-factor
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.201
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.201
Objective actionsPushed RR up
Measured: 39.5 delta / Objective score / hour 319.6
Score: 2 / Weight: 20% / Impact: +0.199
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.196
Kills per hourPulled RR down
Measured: 0 kills / Kills / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.196
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public win rate 65%+, public deaths + losses available / Public K/D / win-loss confidence +0.032 score
Score: 0.032 / Weight: bonus% / Impact: +0.032
2026-07-17-22-00
FIELD SHIFT Gold IV / Skill RR 1478 / +1 RR
Position 229 / Objective Stopper / KPH 98.55 / Performance 0 / Field shift +2 / Ladder track 874
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold IV / Skill RR 1477 / 0 RR
Position 231 / Objective Stopper / KPH 98.55 / Performance 0 / Field shift +2 / Ladder track 874
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold IV / Skill RR 1477 / +1 RR
Position 230 / Objective Stopper / KPH 98.55 / Performance 0 / Field shift +2 / Ladder track 874
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-21-00
MATCH IMPACT Gold IV / Skill RR 1476 / -108 RR
Position 231 / Objective Stopper / KPH 98.55 / Performance -76 / Field shift +1 / Ladder track 874
  • -76 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Objective stops / C4 pressure. Positive signals from Verified public data bonus reduced the loss.
Show exact performance breakdown
0.12Actual score
1.081Expected score
-0.961Margin
79K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.216
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.216
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.216
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.211
Kills per hourPulled RR down
Measured: 8 kills / Kills / hour 61.7
Score: 0.406 / Weight: 19.5% / Impact: -0.132
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public win rate 65%+, public deaths + losses available / Public K/D / win-loss confidence +0.032 score
Score: 0.032 / Weight: bonus% / Impact: +0.032
2026-07-17-20-40
MATCH IMPACT Gold II / Skill RR 1584 / 0 RR
Position 144 / Objective Stopper / KPH 100.32 / Performance 0 / Field shift +2 / Ladder track 950
  • 0 RR. Total ranked impact matched the expected level for current Skill RR expectation. Strong signals: Objective actions and Verified public data bonus. Low signals: Support actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
1.081Actual score
1.081Expected score
0Margin
79K-factor
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.216
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.216
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.211
Kills per hourPulled RR down
Measured: 0 kills / Kills / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.211
Objective actionsPushed RR up
Measured: 24 delta / Objective score / hour 445.4
Score: 2 / Weight: 20% / Impact: +0.184
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public win rate 65%+, public deaths + losses available / Public K/D / win-loss confidence +0.032 score
Score: 0.032 / Weight: bonus% / Impact: +0.032
2026-07-17-20-20
FIELD SHIFT Gold II / Skill RR 1584 / +1 RR
Position 143 / Objective Stopper / KPH 102.36 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

DBRanked is an independent, fan-built competitive ladder for Dirty Bomb — built, run, and funded by one merc from the community. It is not affiliated with Splash Damage. The game stopped being maintained; the field didn't. This board exists so the mercs still fighting have a ladder worth fighting on.

Do I need to install anything?

No. Nothing to install, nothing to run, nothing to connect. DBRanked never touches your machine, your game, or your account — it reads publicly available match telemetry and nothing else. If a site claiming to be us ever asks you to install something, it isn't us.

Does DBRanked affect my in-game stats or account?

Never. The system is read-only by design. It cannot modify, touch, or interfere with anything in the game — it only watches and ranks.

How is this different from DBStats?

DBStats shows lifetime raw numbers. DBRanked is the competitive layer built on top of the living field: monthly seasons, placement, ranks, signal rules, a board that responds every 20 minutes. One is an archive. This is a ladder.

How do I get on the ladder?

Play. There is no signup, no registration, no application. The engine discovers active mercs on its own and opens a dossier automatically. Fight scored games and the system finds you.

Is Dirty Bomb even still alive?

Alive enough to fight on. Quieter than the old days — but the mercs still here are the ones who never stopped loving this game, and now there's a live ladder under them. The board fills with one kind of player: the ones who came back. Be one of them.

The ladder just opened. Does being early matter?

More than it will again. Right now the top of the board is being claimed for the first time, by whoever shows up and fights for it. Give it a season and those slots are defended by mercs with the deepest proven records on the field. Founding names are remembered — and there's exactly one window to become one.

I haven't played in years. Do I grind up from the bottom?

No. The first time the system scores you, it reads your full lifetime field record and places you from it — you don't start at the floor, you start where your history says you stand, then prove it from there. The years you already put in aren't gone. They're your opening position.

Can someone take my place on the board?

Always. The board shows the mercs directly above and below you — the ones hunting your slot and the ones you're hunting. They don't wait. Every 20-minute update you sit out is another window someone else spends proving into your space. Rank here is held, not owned.

Does any of this last, or does it reset?

Ranks reset each season. The record doesn't. What you do is written into your dossier permanently, and the rare command citations the system issues for exceptional records never expire, can't be bought, and can't be requested. Seasons end. What you proved on the field stays on file.

What stops cheaters from ruining it?

The system watches for play that doesn't add up, and command reviews the evidence before anything is final. Confirmed cheaters aren't quietly deleted — they're quarantined and left on the board as a marked warning. The field remembers who fought fair. It remembers who didn't, too.

Why chase a rank in a game this old?

Because nobody hands it to you. No clan to carry you, no queue luck to thank, no shop to buy your way up. Every point on this board is something a merc earned with their own hands, in a game the rest of the world wrote off. That's exactly what makes it worth holding.

I changed my in-game name — do I lose my rank?

No. Your dossier follows your contract, not your name. Rename as often as you like; the system already knows who you are.

Can a fresh account just smurf to the top?

Fresh contracts are profiled like everyone else — and the engine pays particular attention to accounts whose play doesn't match their age. Placement gates visibility, and the field has long memory. Climb honestly; it's faster.

Can rank be bought, requested, or gifted?

No. Nothing on DBRanked is purchasable — not rank, not RR, not honors. The rare command citations that exist are written by the system and signed by command. They cannot be requested, and asking for one is the most reliable way to never receive it.

Who decides the rules? Can they change?

Command does, and yes — the ladder is alive and its laws evolve with the field. Every rule change ships publicly in System Updates. What never changes: the base RR formula isn't for sale, isn't negotiable, and applies to everyone equally.

Can I remove my profile from DBRanked?

Yes. The ladder ranks the public field, but the field is made of people. If you want your dossier removed, write to command at info@dbranked.com and it will be handled — no forms, no fight.

How season rank works

Every monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

What is Skill RR?

Skill RR is the player's live season rank score. It decides the public tier, promotion distance, danger zone, and leaderboard order. Higher Skill RR means the player is holding a stronger place in the active season field.

How do I climb?

Climbing means your games create more useful team value than the players fighting for the same rank space. Useful value is not only kills. Dirty Bomb rewards rounds: combat pressure, obj work, support, stops, wins, trades, revives, plants, defuses, EV/C4 work, and pressure that helps the team move or hold the objective. Every match is weighed on its own now - a hard push for the team lifts you, and a game spent coasting or padding stats without helping the round pulls you down just as plainly. Play for the win, not the scoreboard.

What is Impact?

Impact is what your own latest scored game did for the rank. Positive impact means your game gave the rank useful value. Negative impact means the game left value on the table. A zero impact row usually means the player did not create a new personal scored movement in that 20-minute update.

Why can Skill RR move when I did not play?

The board is live. Other players are fighting for the same rank space. If they move around you, your Skill RR can open slightly or get pushed slightly even while your own game stats stay the same. This is field movement, not your own valid scored update.

What is Last 6 games?

Last 6 games is short recent form from the player's last active scored games. Idle update windows do not count. It shows whether the player is heating up, holding, or under pressure in real play.

What is Rank pressure?

Rank pressure is the fight for space on the ladder. "Others pushed -12 RR" means nearby players made the rank space harder during the recent active window. "Field opened +8 RR" means the ranked field moved in the player's favor.

What is Idle field shift?

Idle field shift is movement that happened while the player had no new scored game. It is not the player's own performance. It does not keep Active Signal alive, does not start Rank at Risk, and does not count as proof.

What is Lost Signal?

Lost Signal means a ranked player has not had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

What is Rank at Risk?

Rank at Risk starts when a Lost Signal player returns with a valid scored update. A 7-day proof window opens. The player needs at least 2 valid scored updates, but can play more. If they reach 6 valid scored updates, proof can finish early. The new live rank is based on last proven RR corrected by fresh proof, not automatically restored from the old rank.

Do I become Unranked if I stop playing?

No. Unranked means you have not completed placement yet. If you already earned rank and later lose signal, the correct state is Lost Signal: your last proven rank stays saved, but your live rank slot is released after full activation.

Do I start from Bronze when I return?

No. You do not restart from Bronze automatically. When you return after Lost Signal, Rank at Risk begins. Your next live rank is based on your last proven RR corrected by fresh proof-window performance.

What are Climb meter and Danger meter?

Climb meter shows how close the player is to the next rank band. Danger meter shows how close the player is to the lower edge of the current band. Promotion push means close to moving up. Danger zone means close to slipping down.

What are the engine stats?

Combat engine means fight pressure: kills, trades, damage pressure, and fights that make space. Obj pressure means direct round work around EV, C4, plants, defuses, delivery, repair, escort, and contests. Team support means revives, assists, and team actions that keep the wave alive. Clutch stops mean late stops around plants, defuses, EV fights, and round-saving moments.

What is Playstyle?

Playstyle is the strongest match role currently visible from the player's stats. Combat players create fight pressure. Objective players move the round. Support players keep the team alive. Clutch players show up around stops and swing moments. Balanced players bring value in several lanes.

What is Ranked Read?

Ranked Read is the positive player bio on the profile. It describes how the player helps a team win rounds. It is made to be readable and shareable, while still being based on the player's real signals.

What is Coach Read?

Coach Read is the practical game plan for the next game. It looks at what helped and what needs more attention, then turns it into Dirty Bomb advice: play closer to obj, keep the wave alive, trade cleaner, protect plants, stop defuses, revive, contest, or turn pressure into space the team can use.

What is Ladder track?

Ladder track is a secondary running track shown for context. Skill RR is the public season rank number. Ladder track is not the player bio, not the player's potential, and not the number used for the public tier display.

What is Peak form?

Peak form shows the best recent season level the player has already demonstrated on the ranked view. It is there to show what the player has reached when their strongest games came together.

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

What does History show?

History is the player's ranked trail. It shows Skill RR movement, personal impact, field movement, and available exact breakdowns for scored games. Use it to see why the profile moved, not just where it landed.

I have low rank, now what?

Low rank does not mean you are a bad player. It means your recent games show places where you can create more team value. Open your profile, read Coach Read, and focus the next game on the clearest path: obj, revives, trades, stops, plants, defuses, or cleaner fights with the team.

What happens when a cheater is caught?

When verified evidence confirms unfair play, the contract is placed under Integrity Quarantine: the dossier is stripped, the rating is locked by command, and the player stops occupying any rank slot — the field closes around them as if they were never there, and everyone they were ranked above moves up automatically. The quarantine label on their profile is permanent unless overturned by command.

And the mercs who had to share a server with them? The system sees those sessions and credits Hazard Pay — an automatic Skill RR compensation, marked on your profile. You never need to report anything or claim anything; it simply arrives. The amounts, timing, and detection rules are deliberately not published, and seeking out contaminated lobbies earns nothing extra. Fight your normal games — the system has the rest.

How does DBRanked detect cheaters?

The engine flags. Command convicts. The system continuously profiles every tracked contract's field signature, and play that doesn't belong to honest hands raises its own file — silently. Statistical anomalies alone never quarantine anyone: a verdict is only stamped after the flagged play has been verified against evidence at command level.

That's also your protection — an unusual stat line, a hot streak, a smurf-level month will never get an honest merc quarantined. Evidence convicts, nothing else. And the methods themselves stay sealed: every detection rule we publish is a rule someone learns to play around. If you fight clean, none of this concerns you.

What should I play more?

Your profile tells you. If Obj pressure is low, play closer to EV/C4, plants, defuses, repair, delivery, escort, and contests. If Team support is low, stay closer to teammates and add revives, assists, ammo, health, and trades. If Combat engine is low, take cleaner fights with the wave. If Clutch stops are low, respect late-round moments and stay alive near the win condition.

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